XNA Creators Club Online
foros de la comunidad

Search Forums

Page 1 of 2 (13 items) 1 2 Next >
  • Re: testing the game on Xbox without paying

    I honestly think its an extremely small price to pay for getting your code onto the console.Save up some of the money you would otherwise use for alcohol on the weekends and you would have it in no time ;) (assuming you buy alcohol)
    Posted to General (Forum) by BenC on 09/11/2009
  • Re: Large objects in QuadTrees

    [quote user="Eckish"]You should put it in every low level cell that it collides with, if you are going to go that route.  And then no, it won't be complicated to check against it.  It will exist in more than one cell and may get checked multiple times as a result, but the algorithm doesn't change with that respect.   What gets ...
    Posted to Game Algorithms (Forum) by BenC on 03/07/2009
  • Re: Large objects in QuadTrees

    Yeah I see what you guys mean... it renders the quad tree somewhat pointless. For the sake of getting my hands dirty i'll try my hand at this method you mentioned jwatte:"Add overlapping objects to multiple nodes, and descend a single node when querying. This makes each object more complex, because it needs to know all nodes that it's ...
    Posted to Game Algorithms (Forum) by BenC on 02/07/2009
  • Re: Multithreaded content pipeline?

    Kind of the same implementation I mentioned in a previous post except with two lists / message buffers so that you may not have to lock anything. If you're interested here it is again: May be over kill but what about a double buffered messaging system described in this article here http://www.ziggyware.com/readarticle.php?article_id=221 In ...
    Posted to Game Algorithms (Forum) by BenC on 02/07/2009
  • Re: Choosing Primitive Types

    Cheers for that Vicent, I've settled with using the more or less default type int. You're right memory shouldn't really be an issue especially with the type of game I am working on (Platformer).
    Posted to General (Forum) by BenC on 02/07/2009
  • Re: Large objects in QuadTrees

    Thanks for the comment. I expected the method I use to be less efficient than other methods like the ones jwatte mentioned...but you used the word significantly which has me worried. So I take it you guys highly do not recommend placing objects in parents if they overlap and recommend implementing another way of doing it?
    Posted to Game Algorithms (Forum) by BenC on 02/07/2009
  • Re: Large objects in QuadTrees

    I ran into this issue when I first started to implement a quad tree.I went with option one... placing it in the parent quad. So far it seems to be working out fine.
    Posted to Game Algorithms (Forum) by BenC on 02/07/2009
  • Choosing Primitive Types

    Hey Guys, I have a simple question about choosing primitive types. Usually when I create a variable, I try to choose the smallest type possible that can handle the "range requirements" for that variable. So for example if I use a byte variable anywhere in my code I know for sure that the variable would never need to go beyond the range ...
    Posted to General (Forum) by BenC on 28/06/2009
  • Re: Multithreaded content pipeline?

    May be over kill but what about a double buffered messaging system described in this article here http://www.ziggyware.com/readarticle.php?article_id=221 In your case, very briefly, it would work something like this (Without reading the article this may not make complete sense): When your background / loading thread is done loading an asset, ...
    Posted to Game Algorithms (Forum) by BenC on 25/06/2009
  • Re: Help Us Choose A Name For Our Next Game?

    I don't post much on these forums so I dont know if my vote counts...but I like Rapid Marine, it sounds a bit more unique and less generic than Assult Marine. 2nd - Retro Marine 3rd - Rapid Retro
    Posted to Game Design (Forum) by BenC on 24/06/2009
Page 1 of 2 (13 items) 1 2 Next >